Thursday, February 6, 2025
HP Lovecraft, Racism, and Educating James--New Video

Thursday, October 6, 2022
A Clue Sandbox
I put together a horror adventure for the Demon City backers and I'm making it available to y'all if you want it.
It's a "clue sandbox", meaning that there's some trouble and clues and people to ask about the trouble in every direction. There are dozens of NPCs fleshed out, along with their daily movements around the city and their (every-shifting) connection to The Horror. The idea being: the PCs can start anywhere and find their way (by hundreds of possible routes) into solving the murder--or becoming the next victim.
It's for Demon City, of course, but it's not a mechanics-heavy adventure so would be pretty easy to run in any horror system.
So far I haven't had any complaints from the backers, so...if you want one, email me: zakzsmith AT hawtmayle dawt calm. 20 Bucks.

Wednesday, July 25, 2018
The Quality of A Ritual
-Verrrrry specific rituals that basically only end up getting used once for a specific effect, or
-Abstracted ideas about rituals like "Requires 800gp worth of materials" that are generally useful but lack flavor.
For Demon City, we tried to get a little deeper into how the systems of ritual worked. Here's Zedeck Siew with Corpse Oil rituals...
CORPSE OIL
(a riff off Nam Man Prai, which is from the Thai phram (shamanic) folk tradition)
The act itself is relatively simple: chanting scripture, you hold a candle under the chin of a recently dead person. The air is rancid. Yellow, fatty fluid seeps from the crisping flesh.
Corpse oil has many uses. One chin yields a jam-jar-ful. Potency depends on provenance. If a corpse is:
- Beloved.
- A young woman.
- A virgin, until death.
- Your blood relation.
- Killed in grisly violence.
- Killed by your own hand.
- Properly buried and mourned.
Then each of the above conditions increases the quality and potency of the oil. In game terms each confers a “point” of Intensity.
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Mixing in consecrated philtres, speaking the proper spells, a necromancer may prepare corpse oil in several ways.
As an ointment, on contact with skin, it can confer the following effects (In order of quality of oil required)
Requires only corpse oil—the quality is irrelevant
- Wheezing fatigue.
- An inability to recognise faces.
- Bad breath that spoils food.
- The ability to talk to gravestones.
Requires an oil of Intensity 2.
- Wracking back pains.
- An inability to use stairs.
- A musk that attracts vermin.
- The ability to command birds.
Requires an oil of Intensity 3.
- Night terrors.
- An inability to feel pain.
- An odour that repulses women.
- The ability to query reflections.
Requires an oil of Intensity 4.
- Miscarriage.
- A strong sexual attraction to you.
- A bright glow visible to evil entities.
- The ability to dictate card games.
Requires an oil of Intensity 5.
- Liver failure.
- Susceptibility to your suggestions.
- A touch that burns holy persons.
- Invincibility, when holding breath.
As a grease, ritually applied to a single building’s foundations, it lends the structure special virtues:
Requires only corpse oil—the quality is irrelevant
- Unnaturally stuffy.
- Deals made here cannot lose you money.
Requires oil of Intensity 3
- Gives restless sleep.
- Residents are inclined to obey you.
Requires oil of Intensity 5.
- Sounds do not carry.
- Doors are always open for you.
Requires oil of Intensity 6.
- Traps disquiet spirits.
- Irresistibly draws the eye.
Requires oil of Intensity 7
- Confuses your enemies.
- Cannot be demolished.
As a fetish, a jar wrapped in yellow talisman paper, it fetters the ghost of the person from which it came. This spirit:
Requires an oil of Intensity 3:
- Cramps or twists muscle, with a touch.
- Manifests a corporeal, unspoiled body.
- Speaks with the voice of anyone living.
- Roams beyond the sight of its fetish jar.
Requires an oil of Intensity 6
- Exudes steamy, flesh-eating ectoplasm.
- May possess any male-identified person.
- Captures the souls of un-weaned babies.
- Banishes other ghosts with its presence.
- Steals air from the lungs of living things.
- Does not remember anything of its past.
Each preparation comes with a unique command mantra. Those who speak this formula are masters who the corpse oil cannot harm, and must obey.
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Without its command mantra, corpse oil effects can only be lifted by ritual healing (Heal the Flesh ritual, etc). Effective treatment depends on who’s treating. If an exorcist is:
- A priest or religious ascetic.
- From a different religious tradition.
- Celibate.
- Vegetarian.
- Of non-human lineage.
- Related to a royal family.
- Master of their own corpse-oil ghost.
Each of the above conditions improve the quality and strength of the exorcism. You may disrupt one corpse-oil effect per condition met.
If the exorcism’s total number of conditions exceeds the corpse oil’s total quality, the substance is destroyed. If not, the corpse oil’s effects return after C10 (that is pick a card 1-10) days.
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Thursday, May 24, 2018
The Glistening Chamber Codex (or The Nyctythatic Text)
Later Assyrian sources are extremely similar, as are Babylonian fragments—though the latter describe the work as “counting the roads” and “counting the prisoners”. There is some evidence of the Babylonian text having been politicized. A version found in Beth Nuhadra refers to the work being commissioned by “a lord in a chamber” with “eyes that speak and this mouth is light”.
A Chinese oracular text of the Spring and Autumn Period (ruthlessly suppressed by the Zhou dynasty) known as the “Court of the Red Marquess” or “Palace of Folding Rooms” is mathematically similar to all of these versions in many respects, though some of the astronomical data appears to contain bodies not yet identified.
The first reference to the necessity of “dividing” or “disordering the chambers” appears in the works of an unnamed Ionian geometer of the 5th century BCE. Modern scholarship is unsure whether the suggestion that dividing the chapters of the “concentric text” one from the next into an “anti-text” is a serious philosophical suggestion or ironic in the manner of Xenophanes’ satires of Pythagoras around the same time.
A papyrus with related formulae distributed around the late first century in a mixture of Coptic and Demotic Egyptian refers to “Sixty Devices and Twelve Plagues Yet Unnamed” (Thirteen in one version). Like many texts of this period it is alleged to be a copy or fragment of the so-called “Book of Thoth”. Some scholars have claimed the Library of Alexandria was burned specifically to destroy it.
The actual Glistening Chamber Codex appears in the historical record thereafter: 12.5 inches tall, 8.4 inches wide, bound in an unidentified leather and written on goat(?)skin parchment, purporting to be a Latin translation of a Greek translation of a text discovered in “The script of Canaanites” (probably Hebrew). By all accounts it was, despite clear evidence of handling and travel, a textually undamaged and continuous mathematical and philosophical treatise describing a system of occult knowledge based on the concept of a series of 78 (“sixty and then six and six and six again”) “essential chambers” in which certain archetypal events and persons occur and, properly manipulated, can be expected to “swallow themselves” and reveal other “chambers of another city”. The most intriguing fact about the Codex was not appreciated until the 19th century, when the logosyllabic cuneiform of the aforementioned Sumerian fragments was translated and the texts were found to be nearly identical to the Codex.
The book was first found in the library of the astronomer and gambler Nyctythasis, condemned to death by dismemberment after the synod of Zaragoza in 380 as an addendum to the condemnation of Priscillianism. Sources within the church thereafter refer to the book (inevitably in hushed tones and only in private commnications) as “The Nyctythatic Text”.
Efforts to destroy the codex and the philosophy it espoused (or was alleged to espouse) had decidedly mixed success—throughout the esoteric writings of the Middle Ages and the Renaissance, even in Christian texts, there are allusions to “a locus concentrycal”, “a chambred laborynth”, “chambres that go glisnynge a midde towres” and “blacker sterres incased wythyn the brycht sterres visyble” and 15th century grimoires such as the Synapothanumenon are considerably more explicit.
Certain temples in Uttar Pradesh constructed during India’s Pala period seem to be mathematically inconceivable without access to the Glistening Chamber formulae.
The book itself does not reappear in any records until the late 1400s when the Italian-suited Tarot de Marseille had become popular as a gaming deck, likely originating across the Mediterranean. At this point the Codex fell into the hands of the Augsburg merchant, occultist and manuscript collector Claus Spaun who immediately recognized the congruity of imagery and numerology between the system described in the Codex and the then-current version of the tarot playing-card deck, especially considering Classical commentary that the chambers should be “disordered” and “divided”. The Tarot was simply an attempt to place the Chambers in their proper order. Rather than publish his discoveries, Spaun elected to continue his researches in secret and the book itself passed into rumor for the next 500 years. Word of the conjunctions Spaun had found within esoteric circles eventually lead Antoine Court de Gébelin to publish his own theories of the occult meaning of the Tarot in 1781, although there is no evidence Gébelin ever had access to the Codex.
The original Codex was last seen in the hands of British linguist and architect Frederick Chester-Harping (a protege of Sir John Soane and Joseph Michael Gandy) who suffocated to death in 1873 while attempting to construct a building replicating the principles of the Codex in an unknown location. However, handmade copies have allegedly been found in the archives of industrialist and art collector J Paul Getty and in a public library in the abandoned coal-fire town of Centralia, Pennsylvania.
From Demon City, which you can support here.

Wednesday, January 31, 2018
Zoomorph
Though there is nothing inherently wicked in their make-up, rejection due to the prejudices of humanity or the circumstances of their creation may lead them down furtive, dishonest or violent paths.
Design Notes:
Generally the animal part of a zoomorph expresses some emotional aspect of the human that civilization dampens: the tigerwoman is vicious, the man-toad is repulsive.
Zoomorphs created by science often exist in an ironic relationship to these traits—they may be quite ordinary people or animals underneath (and they are essentially like artificial life-forms, so see the Design Notes there for some useful info on how to run them). Zoomorphs created by magic or which are part of a hidden race that has been on Earth all along follow a more symbolic logic—the jackalmen will indeed be clever and skulking.
As with swarms, the Host should emphasize the sensory strangeness of the hybrid form as much as possible and not allow the players to become comfortable with the creatures as simply a fantasy-style “other race”—zoomorphs are closer to the sources of magic and disorder than the party (except perhaps The Problem PC), and their movements, ideas and speech will reflect it.
Typical Zoomorph
Calm: 2
Agility: As animal
Toughness: (Animal’s Toughness divided by 2) + 2
Perception: As animal
Appeal: 0
Cash: 1
Knowledge: 2
Calm Check: 5+animal stat
Card: Often Strength (8) or The Hermit (9)
Special Abilities:
As animal, plus: hybrids with small animals may have natural abilities/characteristics which go unnoticed at their original size but become meaningful when scaled up—like an ant’s scissoring mandibles.
Examples:
Camazotz (the man-bats of meso-america)
Calm: 2
Agility: 4
Toughness: 4
Perception: 6
Appeal: 0
Cash: 1
Knowledge: 2
Calm Check: 9
Card: Strength (8), The Hermit (9)
Special Abilities:
Echolocation: Camazotz can “see” in the dark using echolocation (normally too high-pitched to hear).
Shriek: Standard attacks on everyone in hearing range at Intensity 4.
Flying
Claws: Cause damage and grapple in the same attack.
Maggot Women (a larva-like body with a human head)
Calm: 2
Agility: 1
Toughness: 2
Perception: 4
Appeal: 0
Cash: 1
Knowledge: 6
Calm Check: 7
Card: The Hermit (9)
Special Abilities:
Prophecy: Maggot women can read a target’s future by rubbing the target’s face across their belly—in addition to conveying any details of the future the Host can reasonably guess, choose 3 cards for the target and describe what each means. The numbers of the cards will be the first Throws to come up when they encounter the people, places or situations depicted. Once the situations are encountered, one of the cards will be given as a reward.
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Those Who Crawl To A Godless Place
The Chagidel are Insect Demons—their goal is to obscure, becloud and misinform and to thereby inculcate misrule. Enormous compounded scrapyard hybrids of insect and human, shaped as if by an art movement holding a impatient hatred of all that is as intended as an indelible virtue.
They come always as advisors. They ensconce themselves in the offices of the mighty, when the low hirelings and janitors have gone, and whisper to them in shredded voices, promising wealth, counsel, and companionship. Their minds are laboratories of effective fallacy and convincing invention. Their goal is chaos in every discourse, and the elevation of the unworthy. To this end they will serve the wicked, they will slay the living, they will skulk, they will whisper strategems and secrets to those in high places.
They cannot acknowledge any fact that exposes a lie they have told, and to do so would destroy them—if they say a man is a thief and another confesses, they can say nothing, not even to deny it, for to do so would acknowledge it has been said and they would then be undone and fucked beyond measure.
Their true names have two parts of two syllables each, such as Or’qvi Ein-et. They can only be summoned by one who has acquired two gifts due to two separate lies told in two separate homes to two separate souls in the last two days and the summoning requires a sacrifice of twins exactly two years old with two separate blades made from two separate substances on a night when the planet under which they were born is at its maximum distance from the one which the necromancer was.
Demon City Stats
Calm: 9
Agility: 2-6 (see below)
Toughness: 8
Perception: 6
Appeal: 0
Cash: 5
Knowledge: 8
Calm Check: 8
Cards: King of Pentacles (10), King of Cups (10), The Tower (16), Two of Swords
Special abilities:
Demonic: Demons don’t need to breathe or digest, don’t age, and are immune to poison, etc. and cannot be mentally controlled with psionic abilities. Animals will avoid demons in any form. Explosives do not harm Chagidel but firearms do.
Sixth Sense: All demons are supersensitive to danger, hostile emotions and signs of past trauma or the supernatural.
Babel Effect: In the presence of Those Who Crawl (within 100’ and they can see the demon or it can see them), all earnest communication is distorted. To simulate this, Players can only announce their characters’ actions—not words—no questions, no clarifications can be voiced out loud. Players must whisper or write down anything they wish their character to say directly to the Host, and the Host then relays this to the other players, but must change two words. If the player violates this rule, their character mishears something (Host: invent something) and acts on it, and to enact this, the Host takes control of the Player’s character for one round. Players may talk normally only if announcing a specific nonverbal action their characters are taking.
Climbing: The Chagidel can climb across any surface at a normal speed.
Minions: Chagidel are served by insect Swarms—these most often appear near the scenes of crimes committed by the demon or its pawns in order to harass those who later investigate.
Invertebrate Parts: Those Who Crawl appear in a variety of hybrid invertebrate forms, their bodies can include maggot torsos, caterpillar limbs, antennae, insectile eyes, spider legs, leech faces, the wings of moths butterflies or flies, scorpion stings, etc. Their agility should be based on their appearance—a demon with a slug belly will probably be a 2, one with a flylike physiognomy could be a 6. If they have a sting or venom sacs, assume this attack does Massive Damage but can only be enacted after a successful grapple. Wormsilk or webs should have a strength of 6. Some also may be coordinated enough to enact attacks which effect 2 targets per round. Feel free to stat up anything you can envision.
(possibly) Vile Larva: Those Who Crawl are loathsomely fecund and are often summoned when pregnant with repulsive young. The first successful attack on a Chagidel that pierces the skin (interpret any successful attack that could do this as having done so) releases 1-10 misshapen spawn and 1-10 more emerge each round thereafter until a maximum of 10 emerge.
Chagidel Spawn
Calm: 1
Agility: 1
Toughness: 1
Perception: 1
Appeal: 0
Cash: 0
Knowledge: 0 (but born able to speak and knowing the names of anyone it meets)
Calm Check: 8
Note the spawn can climb and have invertebrate parts but have none of the Chagidel’s other special abilities.
Weaknesses:
The holy symbols of any faith causes a demon to make a Calm check or flee until they are out of sight. The intensity of the calm check is equal to the degree of fervor of whoever is wielding it (1-9). In the case of an incidentally encountered symbol (a glimpsed church steeple, for instance) the intensity is 2.
Touching a holy symbol, including holy water, does damage to a demon as an ordinary physical attack.
Speaking the true name of demon causes it great pain, and the creature must make a Calm Check against the speaker’s Calm each round to avoid obeying the attacker.
If Those Who Crawl lie and it is disproven, they cannot by any means acknowledge the fact that disproves it.
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Sunday, December 31, 2017
Creepy Repeaters
This text was created by feeding in the entire script of the Silence of the Lambs film, removing every line that didn't include the word "Clarice", and rearranging them in order of length.
It makes a nice little treatise--or christmas tree--on how much Lecter loves to say her name (perhaps because you have to bear your teeth and bite the air just to say it)--and the uses he puts it to.
Below is a very condensed but surprisingly coherent remix of Lovecraft's original Call of Cthulhu story created by removing every sentence that doesn't have the word "Cthulhu" in it. The overall effect is to get rid of almost everything ordinary or dull in the story and reveal a very effective imagism at the core of the writing. Lovecraft seemed to not want to waste his invented word on any merely scene-shifty sentence.
Once before, it appears, Professor Angell had seen the hellish outlines of the nameless monstrosity, puzzled over the unknown hieroglyphics, and heard the ominous syllables which can be rendered only as “Cthulhu”; and all this in so stirring and horrible a connexion that it is small wonder he pursued young Wilcox with queries and demands for data.
This was that cult, and the prisoners said it had always existed and always would exist, hidden in distant wastes and dark places all over the world until the time when the great priest Cthulhu, from his dark house in the mighty city of R’lyeh under the waters, should rise and bring the earth again beneath his sway.
He talked of his dreams in a strangely poetic fashion; making me see with terrible vividness the damp Cyclopean city of slimy green stone—whose geometry, he oddly said, was all wrong—and hear with frightened expectancy the ceaseless, half-mental calling from underground: “Cthulhu fhtagn”, “Cthulhu fhtagn”.
Hieroglyphics had covered the walls and pillars, and from some undetermined point below had come a voice that was not a voice; a chaotic sensation which only fancy could transmute into sound, but which he attempted to render by the almost unpronounceable jumble of letters, “Cthulhu fhtagn”.
From Dunedin the Alert and her noisome crew had darted eagerly forth as if imperiously summoned, and on the other side of the earth poets and artists had begun to dream of a strange, dank Cyclopean city whilst a young sculptor had moulded in his sleep the form of the dreaded Cthulhu.
There lay great Cthulhu and his hordes, hidden in green slimy vaults and sending out at last, after cycles incalculable, the thoughts that spread fear to the dreams of the sensitive and called imperiously to the faithful to come on a pilgrimage of liberation and restoration.
I had largely given over my inquiries into what Professor Angell called the “Cthulhu Cult”, and was visiting a learned friend in Paterson, New Jersey; the curator of a local museum and a mineralogist of note.
They all lay in stone houses in Their great city of R’lyeh, preserved by the spells of mighty Cthulhu for a glorious resurrection when the stars and the earth might once more be ready for Them.
That cult would never die till the stars came right again, and the secret priests would take great Cthulhu from His tomb to revive His subjects and resume His rule of earth.
These words had formed part of that dread ritual which told of dead Cthulhu’s dream-vigil in his stone vault at R’lyeh, and I felt deeply moved despite my rational beliefs.
What seemed to be the main document was headed “CTHULHU CULT” in characters painstakingly printed to avoid the erroneous reading of a word so unheard-of.
Then, bolder than the storied Cyclops, great Cthulhu slid greasily into the water and began to pursue with vast wave-raising strokes of cosmic potency.
I suppose that only a single mountain-top, the hideous monolith-crowned citadel whereon great Cthulhu was buried, actually emerged from the waters.
Here were new treasuries of data on the Cthulhu Cult, and evidence that it had strange interests at sea as well as on land.
Cthulhu still lives, too, I suppose, again in that chasm of stone which has shielded him since the sun was young.
The carven idol was great Cthulhu, but none might say whether or not the others were precisely like him.
The two sounds most frequently repeated are those rendered by the letters “Cthulhu” and “R’lyeh”.
After vigintillions of years great Cthulhu was loose again, and ravening for delight.
The chant meant only this: “In his house at R’lyeh dead Cthulhu waits dreaming.”
“Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn.”
“Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn.”
“In his house at R’lyeh dead Cthulhu waits dreaming.”

Saturday, December 30, 2017
d10 Awful Things To Say When Something Bad Happens To Their Skin
1, It darkens and curls off like a leaf in a fire, batwing-shaped
2, It begins to drag and strip away in peals. like when tissue paper gets wet
3, It explodes in small, filthy yellowed bubbles that sag in on themselves instead of pop
4, It begins to run and then drip the way plastic melts, hanging in long hanging drops
5, It turn drier and tighter, ripping like paper showing red underneath
6, The veins and arteries in your arm pulse and writhe with something that isn't your blood
7, It's as if you're wrapped in some synthetic fabric that doesn't breathe but there's nothing there
8, A meniscus forms, like an algae, it feels like someone else's skin all around yours
9, There's a hot and cold like a needle or a staple's punched in and then dragged around your neck muscle while still anchored
10. You know, cherry pie filling? It feels like that, warm, and the cherries are made of saliva
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Friday, October 27, 2017
What Really Happens At The Library
Richard G, an expert on real life Going To Do Research wrote most of this for the game, I just edited it a bit and changed a sentence here and there...
Tuesday, August 29, 2017
Notes on the Occult
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Monday, July 31, 2017
The Horror Sandbox

Friday, July 21, 2017
HOW TO DO A CREEPY VOICE (also, last day of Ennie voting)
Flatten your tongue.
Place the tip of your tongue about a half inch behind your upper teeth, try to touch your upper teeth on either side with the sides of your tongue.
Speak slowly
You want to get metal "vocal fry" (there are youtube videos) the idea is you make a continuous sound out of your throat and pull the muscle at the base of your tongue inward toward the back of the throat as much as you can.
Try not to use the whole range of movement of your mouth when you talk, stick to just moving your lips and the tip of your tongue. Try to keep your mouth relatively closed.
The overall idea is you are channeling a relatively loud sound through a relatively small opening.
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Also, last day of Ennie voting:
Rob Monroe
Sean McCoy
Reece Carter
A. Miles Davis (Anson Davis)
Best Adventure
Kiel is up with 'Blood in the Chocolate'
Best Cartography
Jez (Red & Pleasant Land) and James Grognardia are up for 'The Cursed Chateau'
Best Free Product
'Santa is Dead' by In Search Of Games, is up.
Best Monster/Adversary
Best Rules
Best Writing
Product of the Year

Wednesday, June 21, 2017
Investigation-As-Dungeon
Sweetwater Baize warmly welcomes the PCs into his abode.
They can tell he's hiding something but don't manage to question Sweetwater's suspicious butler, much less sneak upstairs and find the hideous mantis creature that once was Sweetwater's sister or figure out anything much about Sweetwater.
Dinner seems to drag on, the GM is getting restless.
So out of the "attack" box the GM conjures the Mantis Cultists, who Sweetwater calls in to deal with these meddling kids. They strike hard...
The players can now confront him (the Gatekeeper) and he can unleash the hideous beast (The Horror).
This "dungeon" is the same structure but a little simpler for a GM to write--it has 3 initial methods of investigation and only 3 kinds of buffers between the crime and the Gatekeeper.
To create a whole campaign, imagine this is the top view of a stepped pyramid seen from a helicopter--all you have to do is add more "steps" to the pyramid.
This investigation advice will be cleaned up and expanded for the Demon City project. To donate to it, go to the Demon City Patreon here.
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Saturday, June 10, 2017
d100 Ritual Killings
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